kenata

kenata

Joined Member # 2383943
20 Posts 701 Replies 12,520 Reputation

[quote]Great work Kenata, I was reading through all the abilitys and the ones on the axe which push the enemy back could lead to some great tactics if we could add some modificatiosn to the battle maps. Set your army up 2 squares from a lava pit and then knock the enemy back into it sparta style.[/quote] While there are currently no lava pits, I think if you look at the tactical maps you will see that the game does support different tiles to have different tactical modifiers. This may

127 Replies 197,510 Views

I just did an update to this post to show compliance with 1.1. The current version (1.21) was created for 1.09u and there were no further weapon changes that effected this mod since then. Anyone using 1.21 can continue to use the mod, though all of you just now getting 1.1 should feel free to get 1.21. As always, I appreciate any and all feedback.

127 Replies 197,510 Views

[quote]This was behavior in the beta for a little while. It won't happen with the current beta (now the starting monsters ramp up over the first 25 turns).[/quote] Thanks for the insight, Derek. I have recently started to notice that if I don't build a city right away, the monster units don't seem to spawn. Any reason for this?

15 Replies 12,415 Views

[quote]I thought of an easier way to handle thrown weapons. You'd purchase 'Thrown Dagger' in the shop. This would be an accessory (or whatever to get it to show up where the Tomes, Potions, etc. do now at the bottom of the screen). Then write up a spell effect 'thrown attack' for the item. Then you'd click on the item, target your enemy and voila! Dagger disappears from inventory and said target may have a dagger stuck in him... Not sure if you could equip

127 Replies 197,510 Views

There was apparently a bug where campaign units were spilling into the regular game, though I would bet it was just a surprise placed in that map. Some of the Download maps are fairly old and are not exactly up to spec with the new patches. Yet, either way, i hope you learned a valuable lesson...NO ONE EXPECTS THE DRAGON INQUISITION!

15 Replies 12,415 Views

Well, I just posted my first significant update since Thanksgiving. The biggest change is that most of the buffs and debuffs are now stat based. I had to change how some of the calculations were done, so please let me know if yall run into anything wacky.

127 Replies 197,510 Views

[quote]There has been some mutterings about tactical combat getting some abilities based upon training or equipment (not sure on their vailidity). I bet if they were going to implement some level-up mechanics, that would be when they do it. I think Tactical Combat is slated for after 1.1.[/quote] The best you can do about this right now is a weapon mod in the mod forum. I have talked with the devs about this before and they like the idea but have yet to really

9 Replies 8,022 Views

[quote]Just tried [[UnitStat_Intelligence]*1.33] No dice. Value is 0. I'm trying to increase Defense by 1/3 of Intelligence. There's a more cluttered way to do this, but I'd rather not have to make multiple items...[/quote] Im fairly certain that these calculations are done when the item is loaded into the game and so unitstat_intelligence is 0. What is this more cluttered method you speak of?

8 Replies 3,086 Views

HeavenFall is 100% correct. The AI is designed in such a way that they simply pick the strongest weapon and run with it. Therefore, dual wielding in the manner shown above is a player only thing and should be balanced as such. The reason I used shields to emulate dual weapons is minimize work to create the effect. Using the method above, creating dual wield combinations only requires one to make the off hand weapons and then design various units to showcase the combination they desire. Using

8 Replies 3,352 Views

Has anyone ever seen the AI use a shield? In one test, i got an AI to use a shield by giving it a huge bonus to attack but then it didn't even use a weapon at all, just bare knuckles. Anyone else think this is kinda odd?

3 Replies 5,568 Views

So I have been playing with this idea of dual weapons a bit and came up with a moderately interesting work around. So just to prove a point, here is my super awesome dual wielding guy. Now Ajay here looks like he is dual wielding swords, and as far as the player is concerned he is. The truth is that his off hand dagger is really a cleverly disguised shi

10 Replies 6,630 Views

[quote]During the holiday I wouldn't mind making a quest. I just don't want to have to make it up. I'm the anti-Kael, I like IMPLEMENTING but I don't like designing. So you guys come up with a quest you like and I'll work on putting it in.[/quote] [quote]Hahaha that's how I am. I can do it, and have done it, I am not good at the making it up part. How about instead of making a quest, you make a quest creator? [/quote] LOL! Maybe some extra triggers too.

7 Replies 2,916 Views

Well, I have reached that point where I think it is time for a real update. 1.09s is fairly stable, so an overhaul is in order. I would like to make a real request to the community. As I go through the overhaul, it is super important that people give me some feedback so that we as a group can make this a really fun and interesting mod.

127 Replies 197,510 Views

[quote quoting="post"] 37. Casting a spell now uses all remaining action points (so units can only cast 1 spell per turn). [/quote] I like this idea but i really hope that this is moddable in some way. Like does it cost all action points for a summoned unit or a monster to use its special abilities?

66 Replies 133,035 Views

[quote]No, we don't have magical ways to counter anything (anything magical I mean). It's all "I use this. Deal with the consequences.". For some things is fine and good but it shouldn't be like that for everything. [/quote] I think it would be neat if they updated counter in two particular ways. The first would be to make spells cast at melee range causes a counterstrike from the target (at least unless specified). This would allow for magic spells and ranged attacks to not be counte

66 Replies 133,035 Views

[quote]Population isn't used solely for buildings, it's also necessary for military units too, which is when it can start to be a constraint. I never build the beacon straight away; why waste it on your initial city when you can use the prestige boost to push borders into a neighbouring kingdom?[/quote] The beacon should be movable, at least it was the last time i tried in 1.09o. [quote]Bottom line, I have yet to play a game in which i was limited by population

12 Replies 8,942 Views

Woot! This mod has broken 150 downloads. I would like to thank everyone who has tried it and I want everyone to know that I will be attempting to further balance the abilities. Right now, A few of the abilities are just a wee bit off in my opinion, like deep gash. I would very much appreciate any input people have concerning the various weapons.

127 Replies 197,510 Views

Just an update to everyone. I have looked through the game changes and played with 1.15 in 1.09q. Everything seems to be good to go for using 1.15 with the new patch.

127 Replies 197,510 Views

[quote]Pop Up Windows - I like the pop-ups. I kinda wish that there was some slightly more overt indications along the side bar when one of a city's queues becomes stagnant. Now, despite liking the mechanic, the pop ups don't wait for one another. You find out a city needs attention, then immediately get whisked away to select your next spell. I'm sure you guys know about this and are planning to fix it, but it's worthy of mention because it makes me want to punch babies.[/quote] I co

11 Replies 9,621 Views

Ok so I was recently playing and found myself wishing I could simply diplomatically combine my nation with that of one of the minor factions. Sadly, I could not so I was forced to attack this tiny city with virtually nothing simply because they were in a strategically good position for my faction.

79 Replies 186,824 Views

[quote]we are (and have been) looking for more ways to give players interesting choices in the early game (particularly the first 10-30 turns). Look for some changes to this effect in the future... For one I whole heartedly agree that you should start with a small amount of materials, not enough to neglect needing a workshop at some point soon but enough to give you options with your first couple buildings.[/quote] WOOT! 1.09q has 5 materials just like I suggested. It is actually ju

18 Replies 24,861 Views

I really like the world war ideas. What I think would be cool would be some non-trade diplomatic messages. Maybe like a taunt message where you can basically say tell the AI to go to hell, or a relax tensions message for calming tension between factions of the same side. Another thing I would like to see is a method to impose trade sanctions, where you could immediately cut all enemy trade routes to your faction.

79 Replies 186,824 Views